Topics - rellik420

im getting into animation and ive seen some flaws on my animations but im not sure if its my modeling or not. im having a hard time with knees and elbows. i do wieght painting because it seems like the most sensible way to do things. im wondering if i should redesign the model or paint points differently to get rid of some of the clipping(like the calf goes into the thigh.) or go with the other option (i 4get what its called) but that almost makes sense to me.

also

ive seen a few rigs and ive noticed the two extra bones leading up to the crotch area (human models). i semi understand it. i saw floyds or maybe johnars froyd tutorial on a walk sequence and it gave the model a bounce in its step.

would you get a backflip or 360° rotation with these 2 bones and a bit of moveing and rotating in scene mode? (please explain if you can)

would ik get rid of all those steps?

1 more thing.

if and when exporting animations ik and fk. do you export the sequence? or the scene? or both?with my little knowledge i have of this i dont think it really matters, its all about the bones and keying of bones. and i will probably have to use another program for animation.

i would really like to keep anim8or as my main program in modeling and animation but it doesnt have all the bells and whistles like the more high end programs do (mainly hairparticles softbodys and physics). but i say why bother because anim8or is defenitly on the right track. you can let the grunts do the hard work and you (steve) can be the brains behind it all. and wioth that said i will finish my low poly model and keep playing with the animations. all help will help cause i dont know what the hell im doing.

my views on anim8or may be irrelivant but i think it is the best modeler ever. i know the animation is still being worked on, but once IK is availible, i think exporting animations would be key. thsi way you can export it into any program you want. i think its more for game engines and for programs with particle engines.

im not knocking anim8or at all. its just missing a few key things. Ive only experimented with other programs and ive already decided if i would use another program i am definetly modeling in anim8or.

another thing ive read up on is pro's and con's between IK and FK. if you can make it interchangable i think anim8or will not only be the best modeller but the best animator as well. just my 2¢'s

im just wondering if an eyeball is usually a sphere or if its more of a non uniformed spherical object fit to the head?

ive been watching as many 3d movies as i could and most (besides beowolf) are very cartoonish heads which are pretty stretched out. and i've tried to pay attention to details but they really dont add up all the time. im just woundering if eyes are usually a sphere and boned or almost a sphere and morphed.

please help ive been trying to conform most models to a sphere eye. and if theres and easier way to morph the eye and not have it a perfect sphere it would work so much better. thanks

im going to attempt to make a light saber. i looked through the manual and i didnt get anything that i want. i think we all know what a light saber looks like so this should be fairly simple to explain. i would think that you would have a cylinder for the blade part. then another one slightly bigger with transperancy. i know depending on your setting you can make things look shiny and glowing but i would think that you would need a lightsource in the blade itself. ive never tried but i would think that you can animate the lights.

if any1 has some insight on the best way this should be done. please help.

i havent really attempted either of these but i think my theory is sound. when making a figure you couldnt have the clothes as a seperate model (even though they would be in object mode). once rigged and you do your animation you would go back and morph the clothes to the animation so it would flow with the movement.

well i think i went loop crazy again. somehow i combined a loop into two. right now im more concerned about morph targets rather than the look of the model. (i figure thats y the loops are made that way.) my question is will this make it easier or harder? it actually looks right to me but the ref image i have for face loops doesnt look like this. if any1 has any input on this that would be great. i can always change it.

i have a bit of a problem. im makign a model and the way ive been doing eyes and sockets. ive been making a sphere and model around it. but i want to scale the model on the x axis to widen the model. theres 2 issues i have.

if i select the face and scale it out, the sphere will stay the same and it wont fit at all.

if i select the face and the sphere, the sphere becomes warped and isnt much of a sphere anymore. ( i would think that would mess up in animating the eyes. when rotated it would pop out of the lid.)

im trying to take the quick and easy way out of this because im not exactly sure the best way is to go about eyes and i dont want to rework the whole thing again.

is there a certain technique to it? ive tried it a few different ways. each way ove done it had decent results but its really hard to do. another thing about it is how do animate the blinks. i would assume its done with morphs but even then it would be a pain to rework around the eye.

if any1 has any hints or tips for me i would appreachiate it. even an opinion would help

whats the best way to go about it? im not sure about grades of ink and paper but i was wonder which type would have the best result? i would think that photopaper would be the best but i really wouldnt know.

some1 asked for a yoda model on the general forums page. im not a big starwars fan but no1 can deny that yoda is a badass little dude. if the guy who wnats it cant use it thats ok im still gonna pick at it. heres where im at now. crits r welcomed as always.

Edit: i just posted in the other forum topic about the model and i figured i might as well show a wireframe. i know its not great especially around the mouth. but here it is

i found the bridge function. now i know what it does. i bridged a cube like 20 times randomly then i subdivided the face a bunch of times.(18k+poly) i came up with this. its really not much to look at but it took like 10 minutes to render. so i figured id share it with every1.

i just downloaded almost all of the scripts that raxx made availible. I get them to work pretty easily. but i hit a bump on how to stop them. the debug window opens when i run a script. If i "X" out of it, it closes anim8or. if some1 knows what to do please let me know

this is just a thought. would there be a way to use one object to move points on another object? I know in scene mode that you can target things. this might not be clear cause its kinda hard to explain so ill give an example.

Object 1:Say you have a flat mesh with 500 polys.

Object 2:You have a sphere.

The sphere would be the object with the attribute. Once you move the sphere to the middle of object 1 the pollies on object 1 would move as you poistion object 2(the sphere).

heres my text diagram-object 2 Object 1

O l

after you use the effect

object 2 Object 1

O )

The main thing is that you can push and pull. it should have a simple button or hotkey. and there should be an option to select which polies you want to have the effect on.

this would be very usefull for many things. You can round things out and you can form things around other things.

I hope i explained myself. And i hope it can be done it would be very usefull.